After the events of the initial part, Jax largely withdrew and was busy caring for his son. He was annoyed by the Magellan people, Magellan returning to routines and minding their own business rather than protecting humanity and preparing themselves for future dangers. When bizarre terraformers and mutant creatures appear, reducing Jax’s house to rubble, Jax is finally able to gather himself to take on this new menace.
The problem is that Jax is infected with a creature and cannot use his powers. Thus, all goes back to the beginning, and Jax is back from being a weakling to a hero build. Jax is rescued by Adam, who is an old friend. It is decided quickly to put something in motion to fight the mutated creatures and the treacherous Skylands that lie behind them. In an ancient fortress, it is constructed in the form of a new faction.
However, that’s not enough, naturally. Jax must convince the current five groups (Mormons, Berserkers, Alb, Clerics, Outlaws) to put their concerns aside and face the threat of imminent danger. While negotiating, Jax gathers some companions with him to help him fight. You’ll be able to meet some familiar faces from the initial section, like Nasty, who is grumpy: Nasty or Jax’s beautiful love, Cara.
The efforts of the factions, convincing the companions, and the combat against the Skylands will form the basis for about 50 hours of gameplay plus more if you can create a compatible save game that can complete each faction’s quests. Once you’ve decided on a section and made your choice, there is no turning back. It’s immediately apparent that you’re not covered in many symbols within the vast game world. However, your initiative is needed. Certain NPCs will speak to you when you are close enough to them. Additionally, it’s essential to talk to NPCs with proper names, as they are usually associated with their intention and significance.
Quest markers are essentially available in a map or the compass once you’ve chosen one of the quests in the journal. This may sound strange; however, it’s beneficial these days where every open-world game is filled with a variety of trivia to prevent the environment from becoming dull and give you an extra hour of play. The 50 to 55 hours of Elex 2 are enough not to stress players out. However, the world of Elex 2 is alive. The creatures live an individuality of their own, and some places aren’t always offering quests or even quests but are worth exploring, whether for their beauty or to find treasure or resources.
The quests leave a positive impression on how the narrative can be viewed. It’s not unusual to face decisions that don’t alter the overall picture but allow for some unforeseen twists. It’s surprising how the companion quests are sometimes somewhat dull. But, it is essential not to overlook them as they can affect the loyalty of your friends and determine whether they will decide to join you or not. It’s not a problem because you can always bring any companion you want on your journeys. Exchanges are possible at any moment within your home. Even though the AI can be weak, the companions are a considerable aid, and they tend to sit and watch smugly during combat.
It’s an embarrassment that different factions aren’t given much work. There’s plenty to complete with Morkons and Berserkers. Clerics, Outlaws, and Albs have comparatively fewer quests. It’s possible to get the feeling that the designers began with two factions but needed to ease up on the other factions at the moment. The two areas show apparent differences. The Berserker area is stunning, while sites, later on, appear duller.
This pattern is evident throughout the entire game. The first half of the game is full of adventures and choices; however, the game becomes increasingly unbalanced in all aspects toward the final. The quests get less original and boring after a specific time, while the environment seems less enchanting. The development of the sixth power is becoming slower. The bastion doesn’t grow, and aside from the other members, there is no growth in the number of personnel, and at this point, one could discern a real change.
You won’t be able to experience the awesome shit until you’ve joined a group and risen the ranks. It’s a little tedious initially, but as you progress, getting much better. It’s adorable: Piranha Bytes has given five difficulty settings. In the story mode, all combats are simple and easy to manage. However, in the most challenging difficulty level, you’ll need to ensure you’ve got everything in the bag.
Here we go with the battles. As we mentioned in the beginning, you’re in for surprises. The melee system remains relatively simple. Heavy punch and light punch dodge, and block. It works, but it is not intuitively, and there isn’t any dynamic to be observed, especially when the timing of each of the actions is not always very effective. Particularly against larger chunks of flesh and many other more formidable opponents, it can require more luck than being able to win the fight. However, you can take some damage using swords, axes, and shields that are two-handed. Similar to the previous version, you’ll need to be mindful of your stamina; however, the combo system used by the earlier version was rewritten entirely.
We loved the ranged weapons a lot more. With bows, shotguns, and energy weapons or the grenade launcher, you can protect yourself from enemies and even carry them in the air, provided that you’ve upgraded your jetpack to a sufficient level. It is, however, frustrating that you have drawn your weapons using RB. Additionally, instead of using LT like usual, the aim is made with LB, and then on top of that, the jetpack rests on LT. It’s impossible to think about how many instances we have rarely triggered shrewd jetpack hops during the middle of an encounter. Finally, the assignment of buttons is somewhat odd occasionally; however, the radial menu is freely assignable and allows you to choose weapons and other items.
In jetpacks, the flying gadget can be upgraded using various accessories. As a result, it can be an invaluable aid despite some problematic control. You can not only make use of it to climb higher levels, avoid an injury or simply get around the game more quickly, but you can fly using it and, for example, cover longer distances for as long as your tank is still in use. Combat in the air is feasible using melee and ranged weapons, playing quite well.
The enemies, naturally, don’t just bring you experience points but also loot. Weapons are pretty widespread, and various types of weapons can be utilized on the workbench to upgrade if the blacksmith craft or gunsmith was trained. Armor, however, is extremely rare, and the cumbersome clothes can only be purchased through trader factions. Most often, you’ll find Elex and Ulexite as well as potions, resources, food as well as a large amount of scrap metal that you can sell for money through the shops.